Program, computer system and game map generation method

The computer system generates engaging game maps by analyzing image data to determine layout and interactive elements, addressing the lack of engagement in existing map generation technologies.

JP7776297B2Active Publication Date: 2025-11-26BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021162417
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-30
Publication Date
2025-11-26
Estimated Expiration
2041-09-30

AI Technical Summary

Technical Problem

Existing game map generation technologies focus on creating maps based on images, but fail to ensure the generated maps are engaging and enjoyable for players.

Method used

A computer system that generates game maps by analyzing image data to determine the layout and assignment of game elements, using color information to enhance map elements with interactive features and effects, and editing the layout to optimize player movement and engagement.

Benefits of technology

The system creates immersive and challenging game maps by optimizing element placement and adding interactive elements, enhancing player interaction and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technique capable of generating an interesting game map in a game play, as a technique for generating a game map based on an image.SOLUTION: On the basis of the color information of a map generation image, a server system extracts an image portion that serves as a base for arranging the map elements of a game map (1), determines the arrangement configuration of the map elements using the extraction result (2), and determines the game elements to be added to the map elements on the basis of the color information of the map generation image (3).SELECTED DRAWING: Figure 12
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Description

[Technical Field]

[0001] The present invention relates to a program for generating a game map in a computer system. [Background technology]

[0002] In video games, the game map is an essential element that defines the area within which the player can move mobile objects (e.g., player characters, NPCs (Non-Player Characters), moving background objects, etc.). A game map is made up of multiple map elements. The role of map elements changes depending on the game content, but they may serve as platforms for mobile objects to move on or barriers that limit the range of movement, for example. It is no exaggeration to say that the map elements themselves and their placement are one of the factors that determine the enjoyment of playing using a game map.

[0003] The placement of map elements on a game map is often determined by the game maker, taking into account the difficulty of the game, but there is also technology for creating maps based on images taken of the real world by a camera or other device.

[0004] For example, Patent Document 1 discloses a technology for generating a game map using brightness information of a loaded image. Specifically, the image is binarized based on pixel brightness information, and the game map is generated by arranging map pieces using binarized 1s or 0s for each pre-divided area (grid). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-59546 Summary of the Invention [Problem to be solved by the invention]

[0006] However, just because it is possible to generate a game map based on an image is a separate issue from whether the game map is interesting for gameplay.

[0007] The problem to be solved by the present invention is to provide a technology for generating a game map based on an image, which makes it possible to generate a game map that is interesting to play. [Means for solving the problem]

[0008] A first invention for solving the above-mentioned problems is a program for causing a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, the program comprising: Image acquisition means for acquiring a given image for map generation (for example, the server processing unit 200s, the image acquisition unit 212 in FIG. 14, the image data for map generation 613 in FIG. 17, step S12 in FIG. 20), This is a program for causing the computer system to function as a game map generation control means (e.g., server processing unit 200s in FIG. 14, game map generation control unit 214, user-created game map data 640 in FIG. 18, step S30, step S40 to step S63, step S142 in FIG. 20) that generates the game map by executing (1) a predetermined image analysis process that extracts from the map generation image the image portions that will serve as the background for the layout of the map elements, (2) a layout configuration determination process that determines the layout of the map elements using the results extracted by the image analysis process, and (3) a game element assignment process that determines the game elements to be assigned to the map elements, based on the color information of the map generation image.

[0009] The "images for map generation" may be images taken from the real world or CG images. They may also be images in which multiple images are synthesized, or images in which multiple images are linked or connected together. In such cases, the images to be synthesized, linked, or connected may be parts of the original images.

[0010] According to the first aspect of the present invention, the computer system determines the layout of map elements based on the results of image analysis processing of the raw map generation images, and can then assign game elements to the map elements. Therefore, a technology for generating an interesting game map based on an image can be realized.

[0011] A second invention is a program of the first invention, in which color conditions are defined for each type of game element, and the game map generation control means, in the game element assignment process, determines the game element to be assigned to the map element based on the color condition to which the color information corresponds.

[0012] A third invention is a program according to the first or second invention, wherein the game map generation control means determines the game element to be assigned to the map element based on color information of the image portion of the map generation image that serves as the base of the map element in the game element assignment process.

[0013] According to the second or third aspect, the computer system can determine the game element to be added to the map element based on the color information of the map generation image that is used to generate the game map.

[0014] In a fourth aspect of the present invention, the game map generation control means includes an editing means (e.g., a server processing unit 200s, an editing unit 242 in FIG. 14, step S140 in FIG. 20, step S124 in FIG. 21) that edits the map elements corresponding to the extracted image portions based on color information of the map generation image in the placement configuration determination process; The program of any one of the first to third inventions,

[0015] According to the fourth aspect, the computer system can edit the map elements corresponding to the extracted image portions based on color information of the map generation image in the layout configuration determination process.

[0016] A fifth invention is the program of the fourth invention, wherein the editing means divides and / or resizes the map element corresponding to the extracted image portion based on color information of the image portion.

[0017] According to the fifth aspect of the present invention, the computer system can divide and resize the map elements based on color information of the image portions extracted from the map generation image.

[0018] A sixth invention is a program of any one of the first to fifth inventions, in which the game map generation control means determines the display mode of the map element to which the game element has been assigned based on the type of the game element or the color information that was used as the basis for determining the game element.

[0019] A seventh invention is the program according to the sixth invention, wherein the display mode of the map elements includes transparent or semi-transparent.

[0020] According to the sixth or seventh aspect of the present invention, the computer system can add variety to the display modes of map elements and improve the appearance of the game screen.

[0021] An eighth invention is a program of any one of the first to seventh inventions, in which the game map generation control means has a background image generation means (e.g., the server processing unit 200s, background image generation unit 244 in Figure 14, step S12 in Figure 20) that generates a background image of the game map using the map generation image.

[0022] According to the eighth aspect of the present invention, the computer system can generate a game map using the map generation image as a background image.

[0023] A ninth invention is a program of any one of the first to eighth inventions, wherein the game map generation control means, in the game element assignment process, assigns to the map element as the game element an effect that changes the attributes or state of the moving object that comes into contact with the map element.

[0024] According to the ninth aspect of the present invention, the computer system can impart to the map elements, as game elements, effects that change the attributes or states of the moving objects that come into contact with the map elements, thereby making it possible to generate more interesting game maps.

[0025] A tenth invention is a program of any one of the first to ninth inventions, wherein the game map generation control means assigns the game element to the map element by placing and setting a given game object on the map element in the game element assignment process.

[0026] An eleventh invention is a program according to the tenth invention, wherein the game map generation control means, in the game element assignment process, places a device that activates a given effect on the moving object as the game object on the map element when the moving object is in a position that satisfies a given approach condition from the map element or when the moving object comes into contact with the map element.

[0027] According to the tenth or eleventh aspect of the present invention, the computer system can generate a game map that is even more interesting.

[0028] A twelfth invention is a program of the tenth invention, wherein the game map generation control means, in the game element assignment process, when the moving object is in a position from the map element that satisfies a given approach condition or comes into contact with the map element, places a character that performs a given action on the moving object as the game object on the map element.

[0029] According to the twelfth aspect, the computer system can generate a more interesting game map by arranging characters that perform given actions on the moving objects in the map elements.

[0030] A 13th invention is a program of any of the 1st to 12th inventions, in which the game map generation control means changes the threshold conditions for extracting the image portion from the map generation image based on the color information in the image analysis processing.

[0031] According to the thirteenth aspect of the present invention, the computer system can extract image portions to be used as the background of the map elements from the map generation image based on color information.

[0032] A fourteenth invention is a computer system for generating a game map used in a game in which a mobile object moves through a game map on which map elements are arranged, comprising: an image acquisition means for acquiring a given image for map generation; and a generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation an image portion that serves as the base for the arrangement of the map elements, (2) an arrangement configuration determination process for determining the arrangement of the map elements, and (3) a game element assignment process for determining game elements to be assigned to the map elements.

[0033] According to the fourteenth aspect, a computer system can be realized that provides the same effects as the first aspect.

[0034] A fifteenth invention is a game map generation method for a computer system to generate a game map used in a game in which a mobile object moves through a game map on which map elements are arranged, the game map generation method including: acquiring a given map generation image; and, based on color information of the map generation image, executing (1) a predetermined image analysis process to extract from the map generation image an image portion that serves as the base for the arrangement of the map elements; (2) an arrangement configuration determination process to determine the arrangement of the map elements; and (3) a game element assignment process to determine game elements to be assigned to the map elements, thereby generating the game map.

[0035] According to the fifteenth aspect, it is possible to realize a game map generation method that provides the same effects as those of the first aspect. [Brief explanation of the drawings]

[0036] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Figure 2] FIG. 10 is a diagram showing an example of a game screen of an online game. [Figure 3] Diagram (part 1) to explain the overview of the game map generation function. [Figure 4] Diagram (part 2) to explain the overview of the game map generation function. [Figure 5] Diagram (part 3) to explain the overview of the game map generation function. [Figure 6] Diagram (part 4) to explain the overview of the game map generation function. [Figure 7] FIG. 10 is a diagram showing an example of an excessively dense cluster of map elements, which is an example of an inappropriate portion. [Figure 8] FIG. 10 is a diagram for explaining automatic editing to eliminate clumping. [Figure 9] FIG. 10 is a diagram showing an example of a dense row of map elements, which is an example of an inappropriate portion. [Figure 10] FIG. 10 is a diagram for explaining automatic editing to eliminate row congestion. [Figure 11] FIG. 10 is a diagram showing an example of excessive coarseness of map elements as an example of an inappropriate portion. [Figure 12] FIG. 10 is a diagram for explaining the addition of game elements to map elements. [Figure 13] 10A and 10B are diagrams for explaining editing of map elements in a temporary arrangement configuration as a preprocessing for adding game elements to map elements; [Figure 14] FIG. 2 is a functional block diagram showing an example of the functional configuration of a server system. [Figure 15] FIG. 3 is a diagram showing examples of programs and data stored in a server storage unit. [Figure 16] FIG. 4 is a diagram showing an example of the data configuration of game element definition data. [Figure 17]FIG. 10 is a diagram showing an example of the data configuration of game map generation control data. [Figure 18] FIG. 10 is a diagram showing an example of the data structure of user-created game map data. [Figure 19] FIG. 2 is a functional block diagram showing an example of the functional configuration of a user terminal. [Figure 20] 10 is a flowchart illustrating a process flow related to game map generation. [Figure 21] Flowchart continued from Figure 20. [Figure 22] FIG. 10 is a functional block diagram showing an example of the functional configuration of a user terminal according to the second embodiment. [Figure 23] FIG. 10 is a diagram showing an example of programs and data stored in a terminal storage unit according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0037] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.

[0038] [First embodiment] FIG. 1 is a diagram showing an example of the configuration of a game system 1000. As shown in FIG. The game system 1000 is a computer system that includes a server system 1100 and user terminals 1500 for each user, with the user terminals 1500 serving as a man-machine interface (MMIF). Although only one user terminal 1500 is depicted in FIG. 1, the number of user terminals 1500 is not important in actual system operation. The server system 1100 and the user terminals 1500 can communicate data with each other via a network 9, and the user terminals 1500 can also communicate data with each other via the network 9.

[0039] The network 9 refers to a communication path that allows data communication. That is, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method may be either wired or wireless.

[0040] The server system 1100 has a main device 1101, a keyboard, a touch panel, and storage 1140, and a control board 1150 is mounted on the main device 1101. The control board 1150 is mounted with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).

[0041] The server system 1100 realizes (1) a user management function that manages information related to user registration, etc., by the control board 1150 performing calculations based on predetermined programs and data, (2) a game management function that allows users to play online games as players, and (3) a function that creates game maps to be used in online games.

[0042] Although the server system 1100 is depicted as if it were a single server device, it may be configured to be realized by multiple devices. For example, the server system 1100 may be configured to include multiple blade servers that share various functions and are connected to each other via an internal bus so that they can communicate data with each other. Furthermore, the location of the hardware that makes up the server system 1100 does not matter. It may also be configured so that multiple independent servers installed in remote locations communicate data with each other via the network 9, and function as the server system 1100 as a whole.

[0043] The user terminal 1500 is a computer system that a user uses to utilize the game system 1000. The user terminal 1500 functions as a man-machine interface in the game system 1000. Therefore, it can also be said that the game system 1000 is equipped with the user terminal 1500.

[0044] 1, the user terminal 1500 is shown as a device called a smartphone, but it may also be a computer system such as a wearable computer such as a smartwatch or smart glasses, a portable game device, a home game device, a tablet computer, or a personal computer. When multiple electronic devices are communicatively connected to perform a single function, such as a combination of a smartphone and a smartwatch communicatively connected to the smartphone, these multiple electronic devices can be considered as a single user terminal 1500.

[0045] The user terminal 1500 includes an operation input device (e.g., a touch panel 1506, a keyboard, a game controller, a mouse, etc.), a camera 1521, an image display device (e.g., a touch panel 1506, a video monitor, a head-mounted display, etc.), and a control board 1550.

[0046] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 for connecting to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. A part or all of the control board 1550 may be configured using an ASIC, an FPGA, or an SoC. The control board 1550 stores programs and various data for realizing the functions of a user terminal in the IC memory 1552.

[0047] By executing a predetermined application program, the user terminal 1500 can realize the function of the MMIF of the game system 1000. In addition, the user terminal 1500 has, as a basic function, a function as a digital camera that takes pictures of the real world with a camera 1521 using the touch panel 1506 as a viewfinder, and can store the taken images in an IC memory 1552.

[0048] Although the user terminal 1500 is configured to download application programs and various data required to execute them from the game system 1000, it may also be configured to read them from a separately obtained storage medium such as a memory card.

[0049] The game system 1000 can provide online games of multiple game types. FIG. 2 is a diagram showing an example of a game screen of one type of online game. The game screen W2 is displayed on the touch panel 1506 of the user terminal 1500. The example game in Figure 2 is a game in which the objective is to have a player character 4, which is a moving object, safely travel from a movement start position 10 to a movement target position 12 using map elements 8 (long white squares drawn on the game map 6) set within the game map 6 as footholds.

[0050] By passing through a map element 8 that has a flag 5 set on it, the user can acquire that flag 5. The time required to move from the movement start position 10 to the movement target position 12 and the number of flags 5 acquired are the play score.

[0051] If the player character 4 falls off the top of a map element 8, it will "fall" within the game map 6. Specifically, the player character 4 is controlled to move in a free fall from the top to the bottom of the screen until it reaches another map element 8 below or the bottom of the game map 6. The further it falls, the greater the distance it must travel to the movement target position 12. Therefore, the key to winning the game is to find the shortest route that will allow the player character 4 to acquire as many flags 5 as possible, and to operate the player character 4 so as not to fall off the map elements 8 as much as possible and not to fail in jumping between the map elements 8.

[0052] There are two ways for the player character 4 to move: horizontally moving left or right on the map elements 8, or jumping from the current map element 8 to another map element 8. Horizontal movement is performed by touching the horizontal movement operation icon 14 (14a, 14b). Jumping is performed by touching the jump operation icon 16. The jump strength can be adjusted by the length of time the touch is maintained. If the touch panel 1506 is of a type that can detect the operating strength, the jump strength may be adjusted based on the detected operating strength. A jump operation may be a flick operation performed with the player character 4 as the starting point in the direction in which the player character 4 is to jump.

[0053] The game map 6 is prepared by the game maker (or game provider), but the user can also create a new one by themselves using a game map generation function.

[0054] 3 to 6 are diagrams for explaining an overview of the game map generation function. In the game map generation function, the user provides an image 20 for map generation, as shown in FIG.

[0055] The map generation image 20 may be image data captured by a user using the digital camera function of the user terminal 1500, or may be a digital illustration created with CG Paint, or a 3DCG image rendered by arranging a 3D model. The map generation image 20 may be provided by the user specifying data stored in the user terminal 1500 or data stored in online storage accessible by the user terminal 1500. Furthermore, map generation image 20 may be a composite image obtained by superimposing all or part of a plurality of elemental images into one, or a composite image obtained by arranging and connecting a plurality of images into one.

[0056] Once the map generation image 20 is provided, as shown in Figure 4, the server system 1100 performs image analysis processing on the map generation image 20, extracts the contour line 22 (shown by a dashed line in Figure 4; also called an "edge") of the subject appearing in the map generation image 20, and extracts from the extracted contour line 22 the base image portion 24 (shown by a thick line in Figure 4) on which the map element 8 will be placed.

[0057] The algorithm for extracting the contour line 22 can be selected as appropriate, but for example, the difference in brightness between adjacent pixels in the map generation image 20 may be calculated, and binarized using a predetermined threshold value (parameter value for image analysis) to recognize the contour line 22. The difference in brightness may be calculated as the difference in the sum of the RGB values ​​of the color information of the pixels, or as the difference in the value of one of the RGB hues.

[0058] The base image portion 24 is a characteristic portion that is determined to have a position and shape that matches the characteristics of the game of this embodiment based on the characteristics of the outer shape, color scheme, etc. of the subject captured in the map generation image 20. Since the map element 8 serves as a foothold, the portion where the outline 22 of the outer shape or color scheme appears horizontal or approximately horizontal is extracted as the base image portion 24.

[0059] The term "portion that appears horizontal or approximately horizontal" means a portion that appears to be aligned in the left-right direction of the screen as a whole when a series of predetermined pixels is considered as a unit.

[0060] The content of the image analysis process for extracting the background image portion 24 can be set appropriately in accordance with the setting of the pixel unit recognized as the background image portion 24 . For example, the difference in brightness between adjacent pixels in the map generation image 20 is calculated, and binarization processing is performed using a predetermined threshold (parameter value for image analysis) to recognize the contour 22. The group of pixels recognized as the contour 22 is then divided into a single extraction unit, which is a series of a predetermined number of pixels (one to several pixels). If the inclination of the extraction unit is within a predetermined angle range that is considered to be horizontal or approximately horizontal, the extraction unit is extracted as a single base image portion 24. Multiple adjacent base image portions 24 may be merged into one. Of course, the contour 22 and base image portions 24 may also be extracted using other algorithms.

[0061] The series of pixels of the contour line 22 that is the extraction unit may be allowed to have a deviation of about 1 to 2 pixels in a total of eight directions, up, down, left, right and diagonally. Furthermore, in cases where the edges of map elements 8 may be inclined, or in cases where the game content is different and map elements 8 serve as obstacles or walls, the base image portion 24 may be set in a manner not limited to the portion where the outline 22 of the outline or color scheme appears horizontal or approximately horizontal. For example, an inclined portion of several pixels may be included at the end of the portion where the outline 22 appears horizontal or approximately horizontal.

[0062] Once the base image portion 24 has been extracted, the server system 1100 temporarily places the map element 8 as shown in Fig. 5. Specifically, the map element 8 (in the example of Fig. 5, a flat white rectangle on the left and right; a flat platform on the left and right of the screen) is set at the position of the extracted base image portion 24.

[0063] The temporarily arranged map elements 8 vary in density depending on the content of the map generation image 20 and the parameter values ​​applied to the image analysis process. Areas where the map elements 8 are densely packed may narrow the range of movement of the player character 4, reducing the effective area of ​​the game map 6. If overcrowded areas are left as they are, it will often not be fun to actually play on that game map 6. Also, areas where the map elements 8 are sparsely packed may result in gaps that exceed the jumping ability of the player character 4, which will result in the player character 4 being unable to move, narrowing the range of movement of the player character 4 and reducing the effective area of ​​the game map 6.

[0064] Therefore, the server system 1100 searches the provisional layout configuration of the map elements 8 for such inconvenient sparse or dense areas of the map elements 8 as layout configuration parts that are inappropriate for game play (hereinafter referred to as "inappropriate parts"), and then corrects and edits the layout configuration to eliminate the inappropriate parts, thereby determining the final layout configuration of the map elements 8 of the game map 6 as shown in FIG.

[0065] The game map 6 has the map generation image 20 as a background, and the map elements 8 are composited and displayed as semi-transparent objects on top of the background. In other words, by using the game map generation function, the user can enjoy moving the player character 4 on the stage of the game map 6 based on the map generation image 20 that the user has prepared.

[0066] The inappropriate conditions, which are requirements that the provisional layout configuration of map elements 8 must satisfy in order to search for "inappropriate locations," are set appropriately depending on the type of game, the size of the moving character, the game rules, and so on.

[0067] FIG. 7 is a diagram showing an example of an excessively dense cluster of map elements 8, which is an example of an inappropriate portion. The inappropriate condition for searching for clumps of dense masses as inappropriate locations is described as "a collection of map elements 8 in which the relative vertical distance between vertically adjacent map elements 8 is less than a given vertical passage securing distance Lv, and the collection exceeds a given density reference value." The vertical passage securing distance Lv indicates the limit (lower limit) of the vertical gap between map elements 8 that must be secured as a passage for the player character 4 to move left and right.

[0068] For example, the number of map elements 8 (hatched horizontal rectangles in FIG. 7) that are connected to a map element 8 so that their relative vertical distance is less than a given vertical passageway clearance distance Lv is counted until the connection is broken, and if this number exceeds the density reference value, the map elements 8 are collectively recognized as an inappropriate area due to excessive density. In other words, an inappropriate area due to clumped density is a "redundant area of ​​map elements 8 in the provisional layout configuration."

[0069] The user can choose to edit the crowded areas to correct the inappropriate parts automatically or manually. When editing manually, a notification screen W4 is displayed on the user terminal 1500. In the notification screen W4, map elements 8 in the tentative layout configuration that are inappropriate are displayed in a special display format (in the example of FIG. 7, they are displayed with diagonal hatching). The user can correct and edit the tentative layout configuration by deleting map elements 8 in the special display format as appropriate to eliminate congestion.

[0070] When automatic editing is performed, as shown in FIG. 8, of the multiple map elements 8 that correspond to the inappropriate portion, the topmost map element 8 (map elements 8a and 8b in the example of FIG. 8) is left, and the map elements 8 located below it within the vertical passage-ensuring distance Lv (map elements 8c, 8d, etc. in the example of FIG. 8; dashed horizontal rectangle in FIG. 8) are deleted. If the map elements 8 remaining after deletion are still recognized as inappropriate portions, the topmost map element 8 (map elements 8e, 8f, etc. in the example of FIG. 8) is left among the map elements 8 that are outside the vertical passage-ensuring distance Lv and have escaped deletion, and the map elements 8 below within the vertical passage-ensuring distance Lv are deleted. This process is repeated thereafter. Naturally, automatic editing may be performed using other algorithms.

[0071] FIG. 9 is a diagram showing an example of a crowded row of map elements 8, which is an example of an inappropriate portion. The inappropriate condition for searching for inappropriate locations of dense rows is described as "a group of map elements 8 in which the relative horizontal distance between adjacent map elements 8 on the left and right exceeds a given density standard value and is less than a given horizontal passage securing distance Lh" and "a group that crosses the game map 6." The horizontal passage securing distance Lh indicates the limit value of the horizontal gap between map elements 8 that must be secured as a passage for the player character 4 to move up and down.

[0072] For example, the number of map elements 8 that are connected together in a row with a relative distance in the left-right direction of the screen that is less than the left-right passage securing distance Lh is counted until the connection is broken, and if the count exceeds the congestion reference value, the counted map elements 8 are primarily recognized as an inappropriate area due to excessive congestion. Then, of the map elements 8 that have been primarily recognized, if neither of the map elements 8 at both ends in the left-right direction of the screen is further away from the outer edge of the game map 6 than the left-right passage securing distance Lh, they are finally recognized as an inappropriate area due to a row of congestion that obstructs the movement of the player character 4. In other words, an inappropriate area of ​​a row of congestion is a "area that obstructs the movement of the moving object (player character 4) to the movement target position 12."

[0073] The user can select whether editing to correct inappropriate areas of crowded rows should be done automatically or manually. If editing is done manually, a notification screen W6 is displayed on the user terminal 1500. On the notification screen W6, map elements 8 recognized as inappropriate areas are displayed in a special display format. The user edits and corrects the provisional layout configuration to eliminate congestion by appropriately deleting map elements 8 in the special display format so that there is a gap of at least the left-right aisle clearance distance Lh between adjacent map elements 8 on the left and right sides of the screen.

[0074] When editing automatically, multiple map elements 8 that correspond to inappropriate locations are deleted, as shown in Figure 10. If, even after deletion, there is no gap of the horizontal passage clearance distance Lh between adjacent map elements 8 on the left and right of the screen, and the map elements 8 remaining in the inappropriate locations are still recognized as inappropriate locations, the same process is repeated. In the example of Figure 10, the dashed rectangle indicates the deleted map elements 8.

[0075] FIG. 11 is a diagram showing an example of an excessively rough map element 8 as an example of an inappropriate portion. The condition for detecting excessively rough improper locations is described as "the presence of a disconnected area that exceeds the moving capability of the moving object."

[0076] Specifically, the server system 1100 simulates the movement of the moving object (player character 4) as follows. First, the moving object (player character 4) moves left and right within its movable range from the movement start position 10, thereby moving the movement capability range M of the moving object (player character 4) left and right. Then, while the moving object is moving, a map element 8 that falls within the movement capability range M is searched for. If a matching map element 8 is found, the position of the moving object (player character 4) is transferred onto the corresponding map element 8, thereby transferring the movement capability range M. After the transfer, the moving object (player character 4) is moved left and right within the range of the transfer destination map element 8, thereby moving the movement capability range M left and right, and a map element 8 that falls within the movement capability range M is searched for. This process is repeated until the movement target position 12 falls within the movement capability range M after the transfer, or until there are no map elements 8 that fall within the movement capability range M. Finally, if the movement target position 12 falls within the movement capability range M, there are no more inappropriate areas. If the movement target position 12 is not reached and the movement stops, it is recognized that there is a disconnected area (an area lacking map elements 8) that exceeds the movement capability of the moving object.

[0077] The user can choose whether to edit the discontinuous areas to correct any imperfections automatically or manually. When editing manually, a notification screen W8 is displayed on the user terminal 1500. The notification screen W8 overlays the transfer history of the mobility capability range M. The user performs an operation to add a new map element 8 into the last mobility capability range M where the transfer stopped (mobility capability range Ma in the example of FIG. 11) or the mobility capability range M of the transfer position two positions before that (mobility capability range Mb in the example of FIG. 11), thereby correcting and editing the provisional placement configuration to eliminate the discontinuity.

[0078] When editing is performed automatically, the server system 1100 automatically adds a new map element 8 to the movement ability range M where the transfer has stopped or the movement ability range M of the transfer position two positions before that.

[0079] The mobility range M has a preset initial size. The initial size is set to suit a "high" difficulty level desired by the user, and the size of the range may be reduced as the user's desired difficulty level decreases.

[0080] In addition, the movement capability range M may be used after changing the size of the range depending on player information that can indirectly indicate the user's playing skill (for example, the player's past playing results, the number of times played in the past, or the player level or player character level that is automatically set depending on the past playing results and the number of times played). Furthermore, the size of the mobility range M may be changed to be wider according to the mobility parameter value of the player character (for example, the larger the parameter value, the greater the movable distance or jump distance).

[0081] FIG. 12 is a diagram for explaining the addition of game elements to map elements 8. In FIG. The server system 1100 assigns a “game element” to the map element 8. The "game elements" are additional settings that act to enhance the enjoyment of playing using the game map 6.

[0082] For example, FIG. 12(1) shows an example in which the game element is a trap object 40. When the player character 4 approaches within a predetermined proximity distance (including when proximity distance = 0, i.e., when there is contact), the trap object 40 exerts an effect according to the type of trap object 40. Incidentally, the trap object 40 in FIG. 12(1) functions as a mine. For example, when the player character 4 approaches, it explodes, forcibly throwing the player character 4 in a random direction.

[0083] The action and effect of the trap object 40 can be set as appropriate. For example, the action and effect can be to hinder the movement of the player character 4 for a certain period of time, to enable the player character 4 to levitate and move for a certain period of time, to become a pitfall, to become a warp hole, to transform into a bridge connecting to the nearest map element 8, etc. The design of the trap object 40 is set to evoke the action and effect.

[0084] The type of device object 40 to be added to the map element 8 is determined based on the game type of the game (hereinafter referred to as the "purpose game") in which the newly created game map 6 will be used, the difficulty level of the game, the color information set in the pixels of the background image portion 24 (see Figure 4) of the map element 8 to which the device object 40 is to be added, etc.

[0085] Fig. 12(2) shows an example in which the game element is a character object 42 to which an action is set. The character object 42 is a character-type object that performs an action according to the type of character object 42 when the player character 4 approaches within a predetermined proximity distance (including when proximity distance = 0, i.e., when there is contact), as appropriate. Incidentally, the character object 42 in Fig. 12(2) performs an action of grabbing the player character 4 and throwing it.

[0086] The action of the character object 42 can be set as appropriate. For example, an action that obstructs the movement of the player character 4 for a certain period of time, an action that allows the character object 42 to levitate and move for a certain period of time by flapping its wings together with the player character 4, etc. The design of the character object 42 is set to differ depending on the type of action that has been set.

[0087] The type of character object 42 to be assigned to the map element 8 is determined based on the game type of the game for which the newly created game map 6 is intended, the difficulty level of the game, the color information set in the pixels of the background image portion 24 of the map element 8 to which the character object 42 is to be assigned, player information, etc.

[0088] Figures 12(3) and 13(4) show examples in which the game element is an effect that is given to the map element 8 itself. When the player character 4 comes into contact with the map element 8 (44) to which the game element is given, the map element 8 (44) exerts an effect that changes the attributes or state of the player character 4.

[0089] There are multiple types of attributes (character attributes) for the player character 4, and one or more attributes can be set for the player character 4. A given compatibility relationship is set between the character attributes and the attributes (element attributes) set for the map elements 8, which will be described later. Depending on the compatibility between the character attributes of the player character 4 and the element attributes of the map elements 8 that the player character 4 comes into contact with, the map elements 8 to which the game elements are assigned will change the ability parameter values ​​of the player character 4 in various ways. The degree of change increases or decreases depending on the compatibility between the character attributes and the element attributes of the map elements 8.

[0090] For example, if the character attribute and the element attribute are in a good compatibility relationship, the ability parameter value (e.g., maximum jump distance) of the player character 4 increases. The higher the compatibility level, the greater the increase. Conversely, if the compatibility between the character attribute and the element attribute is poor, the ability parameter value of the player character 4 decreases.

[0091] As another example, if the game type of the intended game is a game in which the player character 4 fights enemy NPCs placed in the game map 6, the ability parameter values ​​of the player character 4, such as attack power, defense power, recovery power, etc., may be changed, or the ability parameter values ​​may be changed so as to inflict a given amount of damage on the player character 4 during contact.

[0092] The type of character attribute to be changed to is determined based on the game type of the game for which the newly created game map 6 is intended, the difficulty level of the game, the color information set in the pixels of the background image portion 24 of the map element 8 to be assigned, player information, etc.

[0093] The state of the player character 4 (character state) indicates that the ability of the player character 4 changes over time from a standard state. There are multiple types of character states available, and one or more of these states can be set for the player character 4.

[0094] For example, it is possible to set a deceleration state in which the movement speed is slower than the standard state, an acceleration state in which the movement speed is faster than the standard state, an interval state in which a predetermined interval time is forced to pass before the next jump becomes possible, a sliding state in which the player is forced to slowly slide down from the map element 8, etc.

[0095] The type of character state to change to is determined based on the game type of the game for which the newly created game map 6 is intended, the difficulty level of the game, the color information set in the pixels of the background image portion 24 of the map element 8 to be added, player information, etc.

[0096] The display mode of map elements 8 to which effects have been added as game elements is set to be different from that of map elements 8 to which no effects have been added. Furthermore, the display mode of map elements 8 is set to be different depending on the type of game element to which an effect has been added. Specifically, the outer shape of map elements 8 to which game elements have been added and the motion of map elements 8 are designed to represent the type of game element to which an effect has been added.

[0097] The display color of the map element 8 to which the game element is assigned is determined according to the color information set in the pixels of the background image portion 24 of the map element.

[0098] Setting the display color to a color of the same hue as or a similar hue to the color indicated by the color information of the base image portion 24 improves the appearance of the map generation image 20, which is the background image of the game map 6. Setting a color of a different hue from the color indicated by the color information of the base image portion 24 creates the effect of making the map elements 8 stand out from the background image. For example, the former may be set if the difficulty level of the newly created game map 6 is higher than a predetermined standard, and the latter may be set if the difficulty level does not meet the predetermined standard.

[0099] 13 is a diagram for explaining editing of map elements 8 in a temporary arrangement configuration as a preprocessing step for adding game elements to the map elements 8. The relative size relationships among the contour lines 22, the base image portion 24, and the map elements 8 in FIG. 13 are simply drawn for ease of understanding, and the embodiment is not limited to this.

[0100] As described above, the addition of game elements to map elements 8 involves color information of pixels in the base image portion 24 (see FIG. 4) that is the basis for the setting of the map element 8. On the other hand, one base image portion 24 may be made up of multiple pixels that make up the contour line 22. Therefore, it is conceivable that one base image portion 24 may have multiple color information, but this is not desirable in terms of adding game elements. Therefore, if the color information of the base image portion 24 of a map element 8 indicates multiple colors, the server system 1100 edits the map element 8.

[0101] The determination of "multiple colors" here may be made by setting a predetermined hue division threshold for color information in advance, and regarding color information that crosses the threshold as different colors.

[0102] There are three methods for editing the map element 8: a first editing method, as shown in Fig. 13(1), in which the map element 8 (80) is divided into multiple map elements 8 (81, 82) at the boundary of the color indicated by the color information of the base image portion 24; a second editing method, as shown in Fig. 13(2), in which the size of the map element 8 (83) is changed so that the map element fits within a range of one of the colors of the base image portion 24; and a third editing method, as shown in Fig. 13(3), in which the map element 8 (84) is moved without changing its size so that the map element fits within a range of one of the colors of the base image portion 24. One of the editing methods may be fixed, or one may be selected and used each time.

[0103] Next, the functional configuration will be described. FIG. 14 is a functional block diagram showing an example of the functional configuration of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0104] The operation input unit 100s is a means for inputting various operations for managing the server system 1100. For example, a keyboard, a touch panel, a mouse, etc., correspond to this.

[0105] The server processing unit 200s is realized by electronic components such as a processor serving as an arithmetic circuit, such as a CPU, GPU, ASIC, or FPGA, as well as IC memory, and controls input and output of data between the server processing unit 200s and each functional unit including the operation input unit 100s and the server storage unit 500s. The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the user terminal 1500, etc., and comprehensively controls the operation of the server system 1100.

[0106] The server processing unit 200s includes a user management unit 202, a game management unit 204, a game map generation management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.

[0107] The user management unit 202 performs processing related to user registration procedures and stores and manages various information linked to user accounts.

[0108] The game management unit 204 performs various controls to allow the user terminal 1500 to play a given game using a game map 6. Specifically, the game management unit 204 presents, as options, a game map 6 prepared by the game maker and a game map 6 created by the user (player) using a game map generation function. Then, the game management unit 204 controls the progress of the game using the selected game map 6. After playing the game, the game management unit 204 controls the saving of play information such as playing results and the date and time of play as a play history.

[0109] The game map generation management unit 210 has a function related to the generation of a new game map 6 based on the map generation image 20 provided by the user. The game map generation management unit 210 has an image acquisition unit 212 and a game map generation control unit 214.

[0110] The game map generation control unit 214 performs a predetermined image analysis process to extract the image portions that will serve as the basis for the layout of the map elements from the image for map generation, and generates a game map by determining the layout of the selected map elements using the extraction results.

[0111] Specifically, the game map generation control unit 214 includes a temporary creation unit 220 , an inappropriate part search unit 230 , a search result notification control unit 232 , and a generation control unit 240 .

[0112] The image acquisition unit 212 controls the acquisition of a given map generation image 20 .

[0113] The temporary creation unit 220 performs a predetermined image analysis process to extract image portions that will serve as the background for the layout of the map elements 8 from the map generation image 20, and creates a temporary layout of the map elements 8. The temporary creation unit 220 includes a first reconstruction unit 221, a second reconstruction unit 222, a third reconstruction unit 223, and a fourth reconstruction unit 224.

[0114] The first re-creation unit 221 changes the parameter values ​​(e.g., threshold values ​​used in binarization processing) used in the image analysis processing of the map generation image 20 based on the search results by the inappropriate part search unit 230, and then re-creates a provisional layout configuration.

[0115] The second re-creation unit 222 selects a given image range from the map generation image 20 based on the search results of the inappropriate part search unit 230, extracts the base image portion 24 from the image range, and re-creates a tentative layout configuration.

[0116] The third re-creation section 223 corrects the map generation image 20 based on the search results of the inappropriate part search section 230, and then performs image analysis processing to re-create a provisional layout configuration.

[0117] The fourth re-creation unit 224 recreates a tentative layout configuration by duplicating and arranging the extracted background image portion 24 based on the search results for the inappropriate portion.

[0118] The inappropriate portion searching unit 230 searches for portions in the temporary placement configuration that satisfy given inappropriate conditions, which are conditions for a placement configuration that is inappropriate for game play. Specifically, the inappropriate portion searching unit 230 searches for (1) portions of the map elements 8 in the temporary placement configuration that obstruct movement of the moving object toward the movement target, and (2) redundant portions of the map elements 8 in the temporary placement configuration.

[0119] The search result notification control unit 232 controls the notification of the search results of the inappropriate part search unit 230 to the user.

[0120] The generation control unit 240 generates a game map by executing an arrangement configuration determination process that determines the arrangement configuration of map elements based on a tentative arrangement configuration, with reference to the search results of the inappropriate part searching unit 230. The generation control unit 240 has a generation control unit 240.

[0121] Furthermore, the generation control unit 240 executes a game element assigning process that determines the game element to be assigned to the map element based on the color information of the map generation image. Specifically, in the game element assigning process, the generation control unit 240 determines the game element to be assigned to the map element based on the color conditions for each type of game element that correspond to the color information of the image portion of the map generation image that serves as the background of the map element.

[0122] The generation control unit 240 also determines the display mode of the map element to which the game element is added based on the type of the game element or the color information that is the criterion for determining the game element. The display mode includes transparent and semi-transparent.

[0123] Furthermore, in the game element imparting process, the generation control unit 240 imparts to the map element as a game element an action effect that changes the attribute or state of the moving object that has come into contact with the map element.

[0124] Furthermore, in the game element assignment process, the generation control unit 240 assigns to the map element the placement and setting of a given game object on the map element as a game element. Specifically, when a moving object is in a position from the map element that satisfies a given approach condition or when the moving object comes into contact with the map element, the generation control unit 240 assigns to the map element a device that activates a given action or a character that performs a given action on the moving object.

[0125] The generation control unit 240 includes an editing unit 242 and a background image generation unit 244 .

[0126] In the layout configuration determination process, the editing unit 242 edits the provisional layout configuration based on any one of (1) user play information, (2) parameter values ​​of moving objects, (3) the difficulty level of the game map, (4) the number of game players, and (5) the game type of the game. Specifically, editing is performed to adjust the amount of map elements 8 to be arranged.

[0127] Furthermore, in the layout configuration determination process, the editing unit 242 edits the temporary layout configuration based on color information of the map generation image. Specifically, based on color information of the image portion of the map generation image that serves as the background for the map element in the temporary layout configuration, the editing unit 242 divides and / or resizes the map element.

[0128] In other words, the game map generation control unit 214 performs a predetermined image analysis process in the temporary creation unit 220 to extract image portions that will serve as the basis for the arrangement of map elements 8 from the map generation image 20, and generates the game map 6 by determining the arrangement of the selected map elements 8 using the extraction results in the inappropriate part search unit 230 and the generation control unit 240.

[0129] The background image generation unit 244 generates a background image for the game map using the map generation image.

[0130] The timekeeping unit 280s uses a system clock to measure various times such as the current date and time and time limits.

[0131] The sound generation unit 290s is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds, sound effects, background music, and voice calls related to system management of the server system 1100 and provision of online games. Audio signals related to system management are output to the sound output unit 390s.

[0132] The sound output unit 390s is realized by a speaker or the like, and emits sound based on an audio signal.

[0133] The image generation unit 292s generates images of various management screens for system management of the server system 1100, and outputs the image data to the image display unit 392s. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0134] The image generation unit 292s also generates images related to game play and generation of the game map 6. For example, it also performs rendering of a game space image obtained by capturing a virtual three-dimensional space with a virtual camera, which is the basis for the game image to be displayed on each user terminal 1500.

[0135] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394s.

[0136] The communication unit 394s connects to the network 9 and realizes communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication device 1153.

[0137] The server storage unit 500s stores programs and various data for implementing various functions that allow the server processing unit 200s to comprehensively control the server system 1100. It is also used as a work area for the server processing unit 200s, temporarily storing results of calculations executed by the server processing unit 200s according to various programs. This function is realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, these correspond to storage media such as the IC memory 1152 and hard disks mounted on the main device 1101. Online storage may also be included in the server storage unit 500s.

[0138] 15 is a diagram showing examples of programs and data stored in the server storage unit 500s. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, game initial setting data 510, inappropriate condition definition data 514, game element imparting pattern data 520, user management data 600, game map generation control data 610, user-created game map data 640, play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0139] The server program 501 is a program that causes the server system 1100 to function as the game map generation management unit 210 by being read and executed by the server processing unit 200s.

[0140] The delivery client program 503 is the original client program provided to the user terminal 1500 and executed.

[0141] The game initial setting data 510 is prepared for each game title and stores various definition data and initial setting data for executing the game. The game initial setting data 510 also stores manufacturer-provided game map data 512.

[0142] The manufacturer-provided game map data 512 is prepared for each game map 6 created by the game manufacturer (or game provider). Each manufacturer-provided game map data 512 includes a unique game map ID, background image data, layout configuration data that defines the layout positions of map elements 8, and a difficulty level setting.

[0143] The inappropriate condition definition data 514 is data that defines conditions for searching for inappropriate locations from the provisional placement configuration of map elements 8, and is prepared for each game title. One inappropriate condition definition data 514 includes a unique inappropriate condition ID, the game title to which the definition data applies, the game type of the game title, and main data that describes the conditions.

[0144] The game element imparting pattern data 520 is prepared for each type of game element imparted to the map element 8, and stores various data relating to the game element. As shown in FIG. 16, one piece of game element imparting pattern data 520 includes, for example, game element type 521, imparting requirements 523 describing the requirements that must be met in order to impart a game element, map element display mode data 535 to be imparted, and imparted game element definition data 530.

[0145] The grant requirement 523 is written as one sub-condition or a combination of multiple sub-conditions with AND or OR. Examples of the sub-conditions that can be used include a game type condition for the game type of the intended game of the newly generated game map 6, a difficulty level condition for conquering the game, a play information condition, and a color condition for the background image portion.

[0146] The map element display mode data 535 is prepared when the display mode of the map element 8 to be assigned is changed to a predetermined mode in response to the assignment of a game element, and stores data for realizing the changed display mode. For example, the map element 8's model data, display color, motion data, etc. are stored.

[0147] The imparting game element definition data 530 includes at least one of imparting device definition data 531 , imparting character definition data 532 , attribute change definition data 533 , and status change definition data 534 .

[0148] The attached device definition data 531 includes the device type of the attached device object 40 (see FIG. 12(1)), object data for displaying the attached device object 40 on the screen, placement position data indicating the relative position of the device object 40 relative to the map element to which it is attached, and device action data for realizing the action and effect of the device. Of course, data other than these can also be included as appropriate.

[0149] The assigned character definition data 532 includes the character type of the assigned character object 42 (see FIG. 12(2)), object data for displaying the assigned character object 42 on the screen, placement position data indicating the relative position of the character object 42 with respect to the map element to which the character is assigned, and action data of the character object 42. Of course, data other than these may also be included as appropriate.

[0150] The attribute change definition data 533 includes a post-change attribute type indicating the post-change attribute of the moving object (see FIG. 12(3)), and, if the attribute change is time-limited, the duration of the changed state. If the attribute change has an effect of increasing or decreasing a parameter value related to the moving object, the attribute change definition data 533 may further include a parameter type to be changed and data defining the amount of change.

[0151] The state change definition data 534 includes a type of state after change that indicates the state of the moving object after the change (see FIG. 12(4)), and, if the state change is time-limited, the duration of the changed state. If the state change results in an effect of increasing or decreasing a parameter value related to the moving object, the state change definition data 534 may further include data defining the type of parameter to be changed and the amount of change.

[0152] Returning to FIG. 15 , user management data 600 is created for each user who has completed user registration, and stores various data associated with that user. One piece of user management data 600 stores, for example, a unique user account, player information, and play history information. The player information includes, for example, a player level (or player character level) that is automatically assigned based on past play results, save data (including ability parameter values ​​of the player character at the time of saving, a list of owned items, etc.), and the like. The play history information includes the date and time of each play, play results, the ID of the game map played, the difficulty level of the game played, and the like.

[0153] Game map generation control data 610 is created each time the game map generation function is used, and stores various data related to the generation control. As shown in Fig. 17, one piece of game map generation control data 610 includes a generator user account 611 indicating which user the generation control is being executed for, user desired setting data 612, map generation image data 613, background image data 614, movement start position coordinates 615, movement target position coordinates 616, extraction conditions 620, base image portion extraction result data 630, temporary placement configuration data 632, game element assignment setting data 635, and inappropriate area data 636. Of course, other information may also be included as appropriate.

[0154] The user preference setting data 612 stores the results of user preference selections for the game map 6 to be generated. For example, it stores information such as the intended game title for which the game map 6 to be generated is to be created, the game type of that game title, the number of players, the desired difficulty level, etc. Of course, other preference information may be received and stored depending on the game content.

[0155] The map generation image data 613 is a copy of the image data provided by the user as the source image data for generating the game map. Note that the map generation image data 613 undergoes various changes during the editing process to correct inappropriate parts.

[0156] The background image data 614 is data of an image that will be the background of the newly generated game map 6, and is copied immediately after the map generation image data 613 is acquired.

[0157] The movement start position coordinates 615 and the movement target position coordinates 616 are position coordinates in the game map coordinate system that indicate the movement start position and movement target position of the moving character in the newly generated game map 6.

[0158] The extraction conditions 620 store various restrictions and parameter values ​​that are applied to the image analysis process for extracting the background image portion for setting the map elements 8 from the map generation image 20. For example, extraction target image range setting data 621 and extraction parameter values ​​622, which are settings for limiting the extraction target range to a specific range of the map generation image 20, are stored. Of course, data other than these can also be stored as appropriate. The initial value of the extraction target image range setting data 621 is set to the entire map generation image 20.

[0159] The extraction parameter value 622 can be set appropriately depending on the extraction algorithm for the contour 22. For example, when an algorithm is used that recognizes the contour 22 by performing binarization processing using a predetermined threshold value (parameter value for image analysis), the extraction parameter value 622 indicates a threshold value for the difference in brightness value. When the brightness value is set to the value of a hue selected from RGB rather than the sum of the RGB values ​​of the color information of a pixel, the extraction condition 620 also includes information on which RGB hue value to refer to.

[0160] When calculating the difference in brightness values ​​using the brightness value as the value of a hue selected from RGB, the user may set which hue value is used to calculate the difference in brightness values. In this case, the hue value to be referenced from RGB is included in the user preference setting 612 as one of the user preference setting items.

[0161] Furthermore, when calculating the difference in brightness value as the value of a selected hue from RGB, the hue value to use to calculate the difference in brightness value may be determined based on the attributes of the player character 4 or the color of the player character 4 (such as the main color that occupies the largest area in the character's appearance color scheme).

[0162] For example, if the "fire" attribute or character color is "red," the "R" value is used as the brightness value to calculate the difference in brightness. If the "light" attribute or character color is "yellow," the sum of the "R" and "G" values ​​may be used as the brightness value to calculate the difference in brightness.

[0163] The attributes and character color of the reference player character 4 may be set as desired by the user. In this case, the attribute type or the type of player character 4 is set as one of the user's desired setting items and included in the user desired settings 612. Alternatively, information on the type and attributes of the player character 4 included in the play information of the user management data 600 (see FIG. 15) indicated by the creator user account 611 may be referenced.

[0164] Base image portion extraction result data 630 is created for each base image portion extracted from the map generation image 20. One base image portion extraction result data 630 includes a unique base image portion ID, partial range information that defines that portion, and partial image data that is a copy of the base image portion. Of course, other information may also be included as appropriate.

[0165] The temporary layout configuration data 632 stores various data relating to the temporary layout configuration of the map elements 8. Specifically, temporary map element setting data 634 for each temporarily placed map element 8 is stored. One piece of temporary map element setting data 634 includes a unique map element ID, a background image portion ID, setting position coordinates (position coordinates in the game map coordinate system) indicating where the map element 8 is to be placed on the game map 6, an element size indicating the size of the map element 8, and display form settings for the map element 8 (for example, display color, display motion, transparency setting, etc.). Of course, other information may also be included as appropriate.

[0166] The game element addition setting data 635 is created each time a game element is added to one map element 8. One game element addition setting data 635 stores, for example, the map element ID to be added and the type of game element to be added in association with each other.

[0167] The inappropriate part data 636 is created for each range of the provisional layout configuration that satisfies the inappropriate conditions, that is, for each inappropriate part, and stores various data related to the inappropriate part. Each piece of inappropriate part data 636 stores the inappropriate part range, a list of IDs of the map elements 8 that make up the inappropriate part, and the like, in association with a unique inappropriate part ID.

[0168] Returning to Figure 15, user-created game map data 640 is prepared for each game map 6 created by the user using the game map generation function, and various data from the game map generation control data 610 is copied and stored as data for determining the arrangement of map elements 8 in the newly created game map 6.

[0169] 18, one piece of user-created game map data 640 includes a unique game map ID 641, a creator user account 642, a game title for use 643, the number of players 644, a difficulty level 645, background image data 660, movement start position coordinates 661, movement target position coordinates 662, map element setting data 663 for each map element 8 (a copy of the provisional map element setting data 634), map thumbnail image data 664, and game element attachment setting data 665 (a copy of the data with the same name in FIG. 17). Of course, other information may also be included as appropriate.

[0170] The play data 700 is created for each game played by the user, and stores various data describing the progress of the game.

[0171] 19 is a functional block diagram showing an example of the functional configuration of a user terminal 1500. The user terminal 1500 includes an operation input unit 100, a device processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a device storage unit 500.

[0172] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by the user to the device processing unit 200. For example, the operation input unit 100 can be realized by a push switch, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, or the like.

[0173] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls input and output of data between the device and each functional unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 controls the operation of the user terminal 1500 by executing various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100.

[0174] The device processing unit 200 in this embodiment includes a client control unit 260 , a clock unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .

[0175] The client control unit 260 performs various controls to make the user terminal 1500 function as an MMIF (Man-Machine Interface) as a control unit acting as a client in the game system 1000. Specifically, the client control unit 260 includes an operation input information providing unit 261 and a display control unit 262.

[0176] The operation input information providing unit 261 performs control to transmit operation input information to the game system 1000 in response to input from the operation input unit 100 .

[0177] The display control unit 262 performs control to display various images based on data received from the game system 1000.

[0178] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.

[0179] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.

[0180] The sound output unit 390 is realized by a device that outputs (emits sound) based on the sound signal input from the sound generation unit 290, such as a speaker.

[0181] The image generation unit 292 generates and outputs an image signal that causes the image display unit 392 to display an image based on the control of the client control unit 260. In the example of Fig. 1, this corresponds to a GPU (Graphics Processing Unit), a graphics controller, a graphics board, etc., mounted on the control board 1550.

[0182] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0183] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.

[0184] The communication unit 394 connects to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, this corresponds to the communication module 1553.

[0185] The device storage unit 500 stores programs for causing the device processing unit 200 to realize given functions, various data, etc. It is also used as a work area for the device processing unit 200, and temporarily stores the results of calculations executed by the device processing unit 200 in accordance with the various programs, input data input from the operation input unit 100, etc. These functions are realized by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, etc. In the example of FIG. 1, this corresponds to the IC memory 1552 mounted on the control board 1550.

[0186] Specifically, the terminal storage unit 500 stores a client program 502 (application program) for causing the user terminal 1500 to function as the client control unit 260, and a current date and time 900. Of course, other data can also be stored as appropriate.

[0187] 20 is a flowchart for explaining the flow of processing related to game map generation. It is assumed that image data of the map generation image 20 is stored in the user terminal 1500.

[0188] 20, the server system 1100 first accepts the settings of each item desired by the user for the newly generated game map 6 (step S10). The server system 1100 displays input fields for the intended game title, game type, number of players, and difficulty level setting on the user terminal 1500, acquires the input results, and generates user desired setting data 612 (see FIG. 17).

[0189] Next, the server system 1100 accepts the designation of the map generation image 20 (step S12). The server system 1100 allows the user terminal 1500 to accept an operation to designate image data of the map generation image 20. When the user designates a save destination and file name for the corresponding image data, the user terminal 1500 transmits the designated image data to the server system 1100. The server system 1100 receives this and stores it as map generation image data 613.

[0190] Next, the server system 1100 copies the map generation image data 613 to the background image data 614 to generate and set the background image (step S14). At this time, the image may be processed to slightly reduce the saturation and brightness to make the map elements 8 easier to distinguish.

[0191] Next, the server system 1100 accepts settings of a movement start position and a movement target position in the newly generated game map 6 (step S16). The server system 1100 displays the entire map generation image 20 on the user terminal 1500 and allows the user to touch the desired movement start position and movement target position within the image range. The user terminal 1500 transmits the coordinates of each of the touched positions to the server system 1100, and the server system 1100 stores them as movement start position coordinates 615 and movement target position coordinates 616 (see FIG. 17).

[0192] Next, the server system 1100 initializes the extraction conditions 620 (see FIG. 17) (step S20), and extracts the background image portion by performing image analysis processing on the map generation image 20 (step S30). The extraction result is stored as background image portion extraction result data 630 (see FIG. 17).

[0193] Next, the server system 1100 sets map elements 8 for each of the extracted background image portions and stores them in the temporary layout configuration data 632 as temporary map element setting data 634 (see FIG. 17) for each extracted background image portion (step S40).

[0194] At this time, after the map elements 8 are set, the size of the map elements 8 is edited according to the difficulty level of the game desired by the user. For example, if the difficulty level desired by the user is "low," the left and right length of the map elements 8 serving as footholds is made the same as the left and right length of the base image portion to which they are to be set. If the difficulty level is "medium," the length is set to 70% of the left and right length of the base image portion to which they are to be set, and if the difficulty level is "high," the length is set to 50% of the left and right length of the base image portion to which they are to be set. In other words, a provisional layout configuration is edited based on the user's play information.

[0195] Regarding the setting of map elements 8, the initial provisional layout configuration may be edited by changing the size of the map elements 8 and the number of map elements 8 set for one base image portion based on the user's play information, the game title desired by the user (i.e., the game type), the number of players, etc., not limited to the difficulty level of the game.

[0196] The ratios for determining the size according to the difficulty level of the game, such as "70%" and "50%," may be changed based on, for example, the play information and play history stored in the user management data 600 of the user. As an example, the ratio may be lowered from the example values ​​as the player level increases or as the player's past playing results improve. The ratio may also be lowered from the example values ​​as the player plays more times.

[0197] Furthermore, for example, if the game type of the game title desired by the user is a racing game in which a moving object is moved from a start position to a destination position without colliding with map elements 8, using map elements 8 as obstacles or walls, the larger the obstacles, the higher the difficulty of the game. Therefore, the ratio for determining the size according to the difficulty of the game may be set so that it increases as the difficulty of the game increases. As an example, if the difficulty of the game is "medium," the length may be set to 120% of the horizontal length of the base image portion to be set, and if the difficulty of the game is "high," the length may be set to 150% of the horizontal length of the base image portion to be set.

[0198] Furthermore, when there are multiple players, the ratios for determining the size may be set even larger than those illustrated. For example, when one game map 6 is used in multiplayer, there is a possibility that multiple player characters 4 may stand on the platform of one map element 8 at the same time, so it is preferable to increase the size of the map element 8 in accordance with the number of players, as this makes gameplay easier. Note that instead of increasing the size of the map element 8 in accordance with the number of players, map elements 8 may be added to the vicinity in accordance with the number of players, i.e., the number of map elements 8 set for one base image portion may be increased.

[0199] After the initial provisional placement of map elements 8 has been performed in step S40, the server system 1100 then refers to the inappropriate condition definition data 514 (see Figure 15) that matches the game type of the game title for the user's desired use, searches for inappropriate locations in the provisional placement configuration of map elements 8 in the provisional placement configuration, and creates inappropriate location data 636 (see Figure 17) (step S60).

[0200] Then, the server system 1100 executes a layout configuration determination process to notify the user of a tentative layout configuration of the map elements 8 and its inappropriate portions (step S63).

[0201] FIG. 21 is a flowchart illustrating the flow of the arrangement configuration determination process. In this process, the server system 1100 displays a notification screen (see, for example, notification screen W4 in FIG. 7, notification screen W6 in FIG. 9, or notification screen W8 in FIG. 11) on the user terminal 1500 to accept a correction editing operation for the current provisional layout configuration (step S100). For example, the operation may be accepted by displaying an operation icon for each editing content on the notification screen.

[0202] The editing operations can be set as appropriate, but it is preferable to provide the following options: "adjustment of parameter values ​​for extracting the base image portion," "correction of the image for map generation," "change of the image range to be extracted," "duplicate and place the base image," "manual editing on a map element basis," and "automatic editing."

[0203] If, in accepting the correction editing operation, the user selects "adjustment of extraction parameter values ​​of background image portion" (YES in step S102), the server system 1100 displays an adjustment input section (e.g., a slide bar) for the extraction parameter values ​​on the user terminal 1500, acquires the operation result from the user terminal 1500, and changes the extraction parameter values ​​622 (step S104). Then, the process returns to step S30 and starts again from extracting the background image portion. In other words, a temporary arrangement configuration is recreated.

[0204] If the user selects "correct image for map generation" (YES in step S106), the server system 1100 displays various operation icons that enable image correction, such as a brightness adjustment slide bar, a contrast adjustment slide bar, and an eraser tool, along with the image for map generation 20 on the user terminal 1500, and accepts image correction operations (step S108). Then, in accordance with operation input to these image correction operation icons, the server system 1100 performs image correction on the image for map generation 20, and returns to step S30 to start again from extracting the background image portion. In other words, a temporary layout configuration is recreated.

[0205] If the user selects "change extraction target image range" (YES in step S110), the server system 1100 displays the current extraction target image range overlaid on the map generation image 20 on the user terminal 1500, and accepts an operation to change the range (step S112). When the server system 1100 accepts the operation to change the range, it changes the extraction target image range setting data 621 (see FIG. 17). Then, the process returns to step S30 and starts over from extracting the background image portion. In other words, a provisional layout configuration is recreated.

[0206] If the user selects "copy and arrange background image portion" (YES in step S114), the server system 1100 displays the map generation image 20 and the currently extracted background image portion on the user terminal 1500, and accepts the designation of any of the background image portions and their copy and arrangement (stamp operation) on the map generation image 20 (step S116). The server system 1100 then corrects the map generation image 20 in accordance with the copy and arrangement operation, and returns to step S30 to start again from extracting the background image portion. In other words, a temporary arrangement configuration is recreated. Note that the copy and arrangement may be configured to allow for resizing.

[0207] If the user selects "manual editing by map element" (YES in step S118), the server system 1100 displays the map generation image 20 and the map elements 8 of the current temporary layout configuration on the user terminal 1500, accepts editing operations such as moving, deleting, or adding map elements 8, changes the temporary layout configuration data 632 in accordance with the editing operations, and regenerates the temporary layout configuration (step S120). Then, the process returns to step S60.

[0208] If the user selects "automatic editing" (YES in step S122), the server system 1100 executes automatic correction and editing processing (see FIGS. 5, 7, and 9) (step S124), and returns to step S60. Note that the automatic correction and editing processing may include processing for automatically performing "copy and placement of background portion images."

[0209] If a predetermined editing end operation or an operation to confirm the provisional layout configuration as the final layout configuration is performed (YES in step S126), the server system 1100 creates new user-created game map data 640 (see Figure 18) (step S128) and ends the layout configuration determination process.

[0210] 20, the server system 1100 executes pre-processing for game element assignment (step S140; see FIG. 13), and then executes game element assignment processing (step S142). Specifically, for each map element 8, the server system searches game element assignment pattern data 520 (see FIG. 16) for pattern data that satisfies assignment requirements 523, and assigns the game element indicated by assignment game element definition data 530 of the searched pattern data to the map element. This creates game element assignment setting data 635 (see FIG. 17) for the map element.

[0211] Next, the server system 1100 sets the display mode of the map element to which the game element has been assigned (step S144). Specifically, in accordance with the assigned map element display mode data 535 of the pattern data searched in step S140, the server system 1100 changes the display mode setting data of the map element stored in the map element setting data 663 (see FIG. 18).

[0212] Once the display mode of the map elements to which the game elements have been added has been set, the server system 1100 ends the generation of the game map 6.

[0213] As described above, according to this embodiment, it is possible to provide a technology for generating an interesting game map based on an image.

[0214] Second Embodiment Next, a second embodiment will be described. In this embodiment, differences from the first embodiment will be mainly described, and the same components as those in the first embodiment will be assigned the same reference numerals as those in the first embodiment, and redundant explanations will be omitted.

[0215] The system configuration of the game system 1000 in the second embodiment is the same as that in the first embodiment.

[0216] 22 is a functional block diagram showing an example of the functional configuration of the user terminal 1500B of this embodiment. The user terminal 1500B has a user management unit 202, a game management unit 204, and a game map generation management unit 210. Games that can be played on the user terminal 1500B by the game management unit 204 are stand-alone games. Of course, online games may also be used.

[0217] 23 is a diagram showing examples of programs and data stored in the terminal storage unit 500 of the user terminal 1500B. The terminal storage unit 500 of the user terminal 1500B stores a game map generation program 504, game initial setting data 510, inappropriate condition definition data 514, game element imparting pattern data 520, user management data 600, game map generation control data 610, user-created game map data 640, play data 700, and current date and time 900. The originals of these programs are stored in the server system 1100 of this embodiment and may be downloaded to the user terminal 1500B as needed.

[0218] The game map generation program 504 is a program for causing the user terminal 1500B to function as the game map generation management unit 210.

[0219] 20 and 21 is performed by the user terminal 1500B instead of the server system 1100. That is, the user terminal 1500B generates a game map on a standalone basis.

[0220] In this embodiment, the same effects as in the first embodiment can be obtained.

[0221] [Modification] An example of an embodiment to which the present invention is applied has been described above, but the forms to which the present invention can be applied are not limited to the above-described form, and components can be added, omitted, or modified as appropriate.

[0222] (Variation 1) The edited contents of the map element 8 are not limited to the above example and can be set as appropriate. For example, a process for aligning the vertical positions of multiple map elements 8 arranged in the left-right direction of the screen may be added to the automatic correction and editing process (step S124 in FIG. 21). As another example, an image correction process such as adding handwritten figures or text to the map generation image 20, or adding a predetermined figure with a stamp tool, may be included as one of the editing contents. As another example, a process for setting the size of the map elements 8 according to the difficulty level of the game, the type of intended game, and the number of players may be executed in the automatic correction and editing process, rather than in the provisional arrangement of the map elements 8. In other words, the provisional arrangement configuration may be edited according to the difficulty level of the game, the type of intended game, and the number of players.

[0223] (Variation 2) In the above embodiment, an example of image analysis processing for extracting the base image portion is shown in which binarization processing and edge detection processing are performed based on pixel brightness values. However, if the user terminal 1500 is equipped with a ranging sensor capable of measuring the distance to the subject of the camera 1521, such as a LiDAR (Light Detection and Ranging) sensor, the binarization processing and edge detection processing may be performed based on the ranging value contained in the image data of the map generation image 20 (or ranging data associated with the image data obtained together with the image data of the map generation image 20).

[0224] (Variation 3) In order to search for "inappropriate parts," inappropriate conditions, which are requirements that the provisional layout configuration of map elements 8 must satisfy, are set appropriately depending on the type of game, the size of the moving character, the game rules, and the like.

[0225] If the game type setting for the new game map 6 using the map generation image 20 is a racing game in which players compete to see how quickly a moving object can move from a start position to a destination position along a course surrounded by map elements 8, the following may be performed. That is, the provisional layout configuration of the map elements 8 is edited by reducing the vertical passage securing distance Lv (see FIG. 7) and the horizontal passage securing distance Lh (see FIG. 9) as the user desires a higher difficulty level. In this case, the editing is performed to make it more difficult for the moving object (player character 4) to find its movement route. Conversely, if the vertical passage securing distance Lv and the horizontal passage securing distance Lh are changed more as the difficulty level becomes lower, the moving object (player character 4) can more easily find its movement route.

[0226] Considering these effects, the change in the vertical passage securing distance Lv and the horizontal passage securing distance Lh need not be based on the user's desired difficulty level, but may also be based on player information that can indirectly indicate the user's playing skill (for example, the player's past playing results, the number of times played in the past, or a player level or player character level that is automatically set depending on the player's past playing results and the number of times played).

[0227] In other words, by changing the vertical passage securing distance Lv and the horizontal passage securing distance Lh, the provisional layout configuration will be edited based on the game type of the intended game of the newly generated game map 6, the difficulty level of the game map, and the user's play information.

[0228] (Variation 4) The method for correcting the temporary arrangement of the map elements 8 is not limited to the above embodiment. For example, the game map 6 may be divided into grids of a size that can contain multiple pixels of the map generation image 20 (for example, one grid may be 16 pixels, with the number of pixels being smaller as the difficulty level is set higher). Then, for each grid, the number of pixels in the base image portion 24 (or contour line 22) included in that grid may be counted, and if the count value is equal to or greater than a predetermined reference value (for example, "6"), the entire grid may be provisionally positioned as one map element 8. A map element 8 set in this way is called a "grid-type map element."

[0229] Then, when provisionally arranging grid-type map elements and automatically eliminating inappropriate areas of clumping, the following algorithm may be applied: It is particularly preferable if the game type is the same as in the first embodiment.

[0230] (1) Determine the general direction of movement of the player character 4 on the game map 6. If the movement start position 10 is set to the left end and the movement target position 12 is set to the right end, the movement direction is determined to be "from left to right." If the movement start position 10 is set to the bottom end and the movement target position 12 is set to the top end, the movement direction is determined to be "from bottom to top."

[0231] (2) Among the grid-type map elements that form a cluster, one grid-type map element is selected from the upstream side in the direction of movement, and it is determined whether a grid-type map is provisionally placed on the grid downstream in the direction of movement.

[0232] (3) If a grid-type map is temporarily placed in the adjacent grid downstream in the direction of movement from the grid-type map element under consideration, the grid-type map under consideration is deleted, and if a grid-type map is not temporarily placed, the grid-type map under consideration is left as is.

[0233] (4) (2) and (3) above are performed for all grid-type maps that correspond to inappropriate locations.

[0234] Alternatively, the following check algorithm may be applied to all grids of the game map 6. It is particularly preferable if the game type is the same as that of the first embodiment.

[0235] (a) The general direction of movement of the player character 4 on the game map 6 is determined. (b) From all the grids on the game map 6, one of the grids furthest upstream in the determined direction of movement is selected as the grid to land on, and it is determined whether a grid-type map has been temporarily placed there. (c) If a grid-type map is not provisionally set in the grid of interest, the next grid of interest is the unchecked adjacent grid. (d) If a grid-type map is temporarily placed on the grid of interest and if a grid-type map is not temporarily placed on the adjacent grid downstream in the direction of movement, the grid-type map is left as it is and the adjacent unchecked grid is set as the next grid of interest. (e) If a grid-type map is temporarily placed on the grid of interest and also on the adjacent grid downstream in the direction of movement, the temporary placement of the grid-type map is cancelled (the grid-type map is thinned out), and the adjacent unchecked grid is made the next grid of interest. (f) Perform steps (c) to (e) above for all grids on Game Map 6.

[0236] (Variation 5) It is possible to omit the mechanism for the user to manually change the temporary arrangement configuration of the map elements 8 from the above embodiment. Specifically, in the processing flow of Fig. 21, steps S100 to S122 and step S126 may be omitted, and steps S124 and S128 may be left.

[0237] (Variation 6) It is also possible to omit the steps of the provisional arrangement of map elements 8 and the search for inappropriate locations from the above embodiment. For example, multiple types of extraction conditions 620 (see FIG. 17) corresponding to different expected user desired settings are prepared in advance. Then, in the processing flow, instead of step S20 in FIG. 20, a step of reading out extraction conditions 620 corresponding to the desired settings selected by the user or the desired settings determined to be appropriate for the user is provided. Furthermore, it is also possible to regard the provisional arrangement determined in step S40 in FIG. 20 as the final arrangement of map elements 8, omit steps S60 to S126, and execute step S128.

[0238] In this configuration, the extraction parameter values ​​622 of the extraction conditions 620 may be set to appropriate values ​​in advance through empirical tests using many test images so that, when step S40 is completed, appropriate map elements 8 are set for the user's desired settings corresponding to the referenced extraction conditions 620. In this configuration, attention should be paid to the difficulty level of the game, the movement ability of the player character 4, and the number of players of the game when setting the extraction parameter values ​​622. For example, when setting the extraction parameter values ​​622, the number of map elements 8 set in step S40 may be increased as the difficulty level, movement ability, and number of players increase.

[0239] (Variation 7) A configuration may be added to the above embodiment in which, when extracting contour lines 22 from image 20 for map generation, contour lines 22 are extracted based on brightness.

[0240] Specifically, the color information for each pixel of the map generation image 20 includes brightness in addition to RGB values, or the sum of the RGB values ​​is considered to be brightness. The map generation image 20 is then divided into N regions of a plurality of predetermined shapes. For example, it may be divided into 16 rectangular regions, or into 32 hexagonal regions as the basic shape. The shapes and number of regions can be set as appropriate.

[0241] In addition, extraction conditions 620 (see FIG. 17) are prepared for each of a plurality of brightness ranges. Each type of extraction condition 620 is set with extraction parameter values ​​222 that allow the contour 22 to be extracted within the range of brightness or darkness indicated by that brightness range. Then, for each region, a brightness statistic (e.g., median, average, etc.) for each pixel contained in that region may be calculated, and the contour 22 may be extracted by referencing the extraction condition 620 whose statistical value falls within the brightness range.

[0242] (Variation 8) Similarly, the above embodiment may be configured to determine the game elements using brightness. Specifically, a requirement for the brightness of the background image portion 24 (background image portion brightness condition) may be added to the imparting requirement 523 of the game element imparting pattern data 520 (see FIG. 16), or may be replaced with the background image portion color condition. [Explanation of symbols]

[0243] 4...Player character 6. Game Map 8. Map elements 10…Movement start position 12…Movement target position 20...Image for map generation 22...Contour line 24...Base image part 40...Gimme object (an example of a game element) 42...Character object (an example of a game element) 100...Operation input section 200s...Server processing section 210...Game map generation management department 212...Image acquisition unit 220…Temporary Creation Section 221...1st Re-creation Section 222...Second Recreation Section 223...3rd Re-creation Section 224...4th Re-creation Section 230...Inappropriate part search section 232...Search result notification control unit 240...Generation control unit 242…Editorial Department 244...Background image generation unit 500s...Server storage section 501...Server program 504...Game map generation program 514...Inappropriate condition definition data 520...Game element assignment pattern data 610...Game map generation control data 612...User preference setting data 613...Image data for map generation 614...Background image data 615…Movement start position coordinates 616...Movement target position coordinates 622...Extraction parameter value 630...Base image part extraction result data 632...Temporary layout configuration data 634...Temporary map element setting data 636...Inappropriate data 640...User-created game map data 663...Map element setting data 1000...Game System 1100...Server system 1500...User terminal

Claims

1. 1. A program for causing a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, the program comprising: image acquisition means for acquiring a given image for generating a map; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation image an image portion that will serve as a background for the layout of the map elements; (2) a layout configuration determination process for determining the layout of the map elements using the results extracted by the image analysis process; and (3) a game element assignment process for determining game elements to be assigned to the map elements; causing the computer system to function as The game map generation control means an editing means for automatically editing the map element corresponding to the extracted image portion based on the game type of the game in the layout configuration determination process; A program having:

2. 1. A program for causing a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, the program comprising: image acquisition means for acquiring a given image for generating a map; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation image an image portion that will serve as a background for the layout of the map elements; (2) a layout configuration determination process for determining the layout of the map elements using the results extracted by the image analysis process; and (3) a game element assignment process for determining game elements to be assigned to the map elements; causing the computer system to function as The game map generation control means an editing means for automatically editing the map elements corresponding to the extracted image portions in the layout configuration determination process based on a given difficulty level of the game; A program having:

3. 1. A program for causing a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, the program comprising: image acquisition means for acquiring a given image for generating a map; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation image an image portion that will serve as a background for the layout of the map elements; (2) a layout configuration determination process for determining the layout of the map elements using the results extracted by the image analysis process; and (3) a game element assignment process for determining game elements to be assigned to the map elements; causing the computer system to function as the game is a multiplayer game, The game map generation control means an editing means for automatically editing the map element corresponding to the extracted image portion based on the number of players in the layout configuration determination process; A program having:

4. 1. A program for causing a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, the program comprising: image acquisition means for acquiring a given image for generating a map; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation image an image portion that will serve as a background for the layout of the map elements; (2) a layout configuration determination process for determining the layout of the map elements using the results extracted by the image analysis process; and (3) a game element assignment process for determining game elements to be assigned to the map elements; causing the computer system to function as The game map generation control means In the layout configuration determination process, a process of provisionally arranging the map elements and a process of searching for inappropriate locations in the provisional layout that satisfy predetermined inappropriate conditions and automatically editing the layout configuration of the map elements are executed to determine the layout configuration of the map elements. program.

5. 1. A program for causing a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, the program comprising: image acquisition means for acquiring a given image for generating a map; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation image an image portion that will serve as a background for the layout of the map elements; (2) a layout configuration determination process for determining the layout of the map elements using the results extracted by the image analysis process; and (3) a game element assignment process for determining game elements to be assigned to the map elements; causing the computer system to function as The game map generation control means an editing means for automatically dividing and / or resizing the map element corresponding to the extracted image portion based on color information of the extracted image portion in the layout configuration determination process; A program having:

6. Color conditions are defined for each type of game element, the game map generation control means determines, in the game element assignment process, a game element to be assigned to the map element based on the color condition to which the color information corresponds. The program according to any one of claims 1 to 5.

7. the game map generation control means determines, in the game element assignment process, a game element to be assigned to the map element based on color information of an image portion of the map generation image that serves as the background of the map element; The program according to any one of claims 1 to 6.

8. the game map generation control means determines a display mode of the map element to which the game element is added based on the type of the game element or color information that is a criterion for determining the game element; The program according to any one of claims 1 to 7.

9. The display mode of the map element includes transparency or semi-transparency. The program according to claim 8.

10. The game map generation control means background image generation means for generating a background image of the game map using the map generation image; having The program according to any one of claims 1 to 9.

11. the game map generation control means, in the game element imparting process, imparts to the map element, as the game element, an effect that changes an attribute or a state of the moving object that has come into contact with the map element; The program according to any one of claims 1 to 10.

12. the game map generation control means, in the game element assignment process, assigns to the map element, as the game element, a given game object to be placed on the map element; The program according to any one of claims 1 to 11.

13. the game map generation control means, in the game element assignment process, places and sets, on the map element, a device that activates a given action effect on the moving object when the moving object is at a position from the map element that satisfies a given approach condition or when the moving object comes into contact with the map element, as the game object; The program according to claim 12.

14. the game map generation control means, in the game element assignment process, when the moving object is at a position from the map element that satisfies a given approach condition or when the moving object comes into contact with the map element, places and sets, as the game object, a character that performs a given action on the moving object on the map element; The program according to claim 12.

15. the game map generation control means changes a threshold condition for extracting the image portion from the map generation image based on the color information in the image analysis processing. The program according to any one of claims 1 to 14.

16. 1. A computer system for generating a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: image acquisition means for acquiring a given map generation image; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation an image portion that will serve as a background for the layout of the map elements, (2) a layout configuration determination process for determining the layout of the map elements, and (3) a game element assignment process for determining game elements to be assigned to the map elements; Equipped with The game map generation control means an editing means for automatically editing the map element corresponding to the extracted image portion based on the game type of the game in the layout configuration determination process; A computer system comprising:

17. 1. A computer system for generating a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: image acquisition means for acquiring a given map generation image; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation an image portion that will serve as a background for the layout of the map elements, (2) a layout configuration determination process for determining the layout of the map elements, and (3) a game element assignment process for determining game elements to be assigned to the map elements; Equipped with The game map generation control means an editing means for automatically editing the map elements corresponding to the extracted image portions in the layout configuration determination process based on a given difficulty level of the game; A computer system comprising:

18. 1. A computer system for generating a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: image acquisition means for acquiring a given map generation image; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation an image portion that will serve as a background for the layout of the map elements, (2) a layout configuration determination process for determining the layout of the map elements, and (3) a game element assignment process for determining game elements to be assigned to the map elements; Equipped with the game is a multiplayer game, The game map generation control means an editing means for automatically editing the map element corresponding to the extracted image portion based on the number of players in the layout configuration determination process; A computer system comprising:

19. 1. A computer system for generating a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: image acquisition means for acquiring a given map generation image; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation an image portion that will serve as a background for the layout of the map elements, (2) a layout configuration determination process for determining the layout of the map elements, and (3) a game element assignment process for determining game elements to be assigned to the map elements; Equipped with The game map generation control means In the layout configuration determination process, a process of provisionally arranging the map elements and a process of searching for inappropriate locations in the provisional layout that satisfy predetermined inappropriate conditions and automatically editing the layout configuration of the map elements are executed to determine the layout configuration of the map elements. Computer system.

20. 1. A computer system for generating a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: image acquisition means for acquiring a given map generation image; a game map generation control means for generating the game map by executing, based on color information of the image for map generation, (1) a predetermined image analysis process for extracting from the image for map generation an image portion that will serve as a background for the layout of the map elements, (2) a layout configuration determination process for determining the layout of the map elements, and (3) a game element assignment process for determining game elements to be assigned to the map elements; Equipped with The game map generation control means an editing means for automatically dividing and / or resizing the map element corresponding to the extracted image portion based on color information of the extracted image portion in the layout configuration determination process; A computer system comprising:

21. 1. A game map generation method for a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: acquiring a given map generation image; Based on the color information of the map generation image, (1) a predetermined image analysis process is performed to extract from the map generation image an image portion that serves as a background for the layout of the map elements; (2) a layout configuration determination process is performed to determine the layout of the map elements; and (3) a game element assignment process is performed to determine game elements to be assigned to the map elements, thereby generating the game map. Including, generating the game map In the layout configuration determination process, automatically editing the map elements corresponding to the extracted image portions based on the game type of the game; A game map generation method, including:

22. 1. A game map generation method for a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: acquiring a given map generation image; Based on the color information of the map generation image, (1) a predetermined image analysis process is performed to extract from the map generation image an image portion that serves as a background for the layout of the map elements; (2) a layout configuration determination process is performed to determine the layout of the map elements; and (3) a game element assignment process is performed to determine game elements to be assigned to the map elements, thereby generating the game map. Including, generating the game map In the layout configuration determination process, automatically editing the map elements corresponding to the extracted image portions based on a given difficulty level of the game; A game map generation method, including:

23. 1. A game map generation method for a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: acquiring a given map generation image; Based on the color information of the map generation image, (1) a predetermined image analysis process is performed to extract from the map generation image an image portion that serves as a background for the layout of the map elements; (2) a layout configuration determination process is performed to determine the layout of the map elements; and (3) a game element assignment process is performed to determine game elements to be assigned to the map elements, thereby generating the game map. Including, the game is a multiplayer game, generating the game map In the layout configuration determination process, automatically editing the map elements corresponding to the extracted image portions based on the number of players; A game map generation method, including:

24. 1. A game map generation method for a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: acquiring a given map generation image; Based on the color information of the map generation image, (1) a predetermined image analysis process is performed to extract from the map generation image an image portion that serves as a background for the layout of the map elements; (2) a layout configuration determination process is performed to determine the layout of the map elements; and (3) a game element assignment process is performed to determine game elements to be assigned to the map elements, thereby generating the game map. Including, generating the game map In the layout configuration determination process, a process of provisionally arranging the map elements and a process of searching for an inappropriate portion in the provisional layout that satisfies a predetermined inappropriateness condition and automatically editing the layout configuration of the map elements are executed; A game map generation method, including:

25. 1. A game map generation method for a computer system to generate a game map used in a game in which a moving object moves through a game map on which map elements are arranged, comprising: acquiring a given map generation image; Based on the color information of the map generation image, (1) a predetermined image analysis process is performed to extract from the map generation image an image portion that serves as a background for the layout of the map elements; (2) a layout configuration determination process is performed to determine the layout of the map elements; and (3) a game element assignment process is performed to determine game elements to be assigned to the map elements, thereby generating the game map. Including, generating the game map In the layout configuration determination process, editing is performed to automatically divide and / or change the size of the map element corresponding to the extracted image portion based on color information of the image portion; A game map generation method, including:

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